F1 80's Mod project seasons pack (historical demo released)

@trollray @doddynco Have you been able to restore the turbo spool and dump sounds for the cars? I remember the devs broke them like a year ago and i think we need to figure out a fix for them since its unlikely that bug will ever get fixed at this rate.
 
Evening guys. V0.5 is here. A new car is ready - in contrast to the Osella release a few days ago, today is the FW11. I knocked the sound together quickly this time and am quite pleased with the results - it made a difference having good sources and a bit of practice.

At some point in one of RF2's recent updates, they have fixed the AI always flat shifting. This is super important to these cars because the flat shift meant that no boost was lost, making them impossibly quick in a straight line and annoying to race against (and they also sounded completely wrong). With that issue being sorted out, and now that we have 5 cars including the front and back markers, it seemed like a good time to give the AI balance a first pass.


https://steamcommunity.com/sharedfiles/filedetails/?id=2295224315

0.5

- Added new vehicle: Williams FW11

- AI rebalance

- Additional car model instance of FA1G for Allen Berg (same physics as FA1H for now)

- Added engine and car model names to UI

- Removed deAngelis tribute - I will make a separate steam workshop item for this at some point

- Mclaren, Osella engine sound improvements

- Mclaren setup refinements

- TV cam position changes



Known issues:

Turbo sounds missing (RF2 bug)
Slow AI off the line
Wet grip not yet calibrated
Williams boost meter reading incorrect
What a beast of a car, huge respect for these machines and their raw power as well as the drivers who tamed them!
Thanks for bringing the virtual version of it to us!;)
 
Hi, sorry for late delay but as many knows, modding is a time consuming thing and sometime life will lead your time differently. ;)

About my motivation and my love of RF2, it's still intact. No stress ;)
Of course it's the same for this project.
I hope it's the same for @doddynco , we where in touch just 5 minutes recently but better for him to answer ;)

So, i have some issues sometime with the mod and this can lead to a learning step that cost time and effort.
Sometime, it's also good to keep distances to not be totally broken with frustrations.
In my eyes, this prject will continue to evoluate and thanks for these lasts messages that pushed me back on it ;)

About RF2 now:
Of course, there are some other games and poi in my life but for me Rf2 could have the same future of what we see in flight simulations with Falcon BMS. (still working from the...90's )
Dedication of modders can push it more than a studio in the long life time for clear reasons.
Modders do that for passion and devs do that as a job. There is no cristics on this, just a fact.
As soon as the base is great, everything can evolve and RF2has the best physics for me.
I really hope devs will go further with this sim but i think if they don't, that does not mean it's dead. ;)

Cheers and stay tuned ( sometime lol )
 
Hi, some details before the release.

These details are for those only who take the time to read before downloading and playing. ;) Lol

So what to expect?
The mod update will cover both the tracks and the cars of the 1988 season.
As you know, we (@doddynco and i) are working on the remake of two F1 seasons.
1986 and 1988.
Respectively, originaly made by @postipate, @ChiefWiggum and @carrera4
Both tracks and cars are already available as you probably know it.

In this new pass update, many points have been reworked by me sometime from scratch.
For tracks :
- AIW path mainly.
For 1988 cars :
- Physics
- Engines
- Debris and failures
- Balance of Power
- Aeros
- Tyres
and... Sounds ;)

So, all except graphics lol

I call this update as no spectacular one because only the heart is totally new and this is nothing visible.;)

The goal of this mod since the begining is to reflect the f1 1988 season historically but with a mindset of a plug and play thing.
I mean, when using different mods combos, you could have to "tweak" the difficulty level or other things when you change one piece of the combo.

In this mod, you just have to test a we of grand prix to find the correct difficulty level for your pace and the rest is pleasure.
No need to adapt agression or whathever talent files, all is included for you to take fun.

Of course, as it is historic, you could be frustrated of an engine failure when fighting for your life during a race, or, be laped twice by the leaders in a smaller team, but hey, this is how it was in real. ;)

In details :

Tracks AIW path.
- I've created 3 main path with just small differencies.
The system works very nice.
The idea was to create 3 path for 3 different driving style.
One path is corner braking a bit later and a later apex, the second is the opposite and the third is equlibrated.
Then, each driver have one of those path dedicated in talent file. (Hardcoded limit is 3 and more would'nt make sense imo )
With this system, all drivers are using one of 3 different styles depending of each tracks and even, each curbs.
As a human driver, analysing where a driver before you is better or slower in some part of a track is a natural thing.
With the addition of different car setups, physics, strategies or whathever event, the races are living far better.

Cars Now.

Physics.
- I've work mainly on behaviors and of course mass distribution.
As it is very difficult to have all the real data, i've used a personal approach.
The physics are based on data's where i have them but the rest is done based on all other sources i can find.
Visualy, you can even sometime "understand" with videos, how the car could feel.
Testimonials and interviews are other valuable sources too.
Accordingly to the data's and other sources, when instinctive feeling match with them, i would trust that we are near the real deal.
But, i could be totally wrong and in this case, you won't like it lol.
As always, nobody pays for this mod, so, nobody could complain Haha ;)

Engines.
- One of the most discussed thing in this mod from begining is the coast resistance.
I've tested many things and my conclusion was that the problem was about engines.
So i needed to understand first how engines are created in rf2.
A long learning process but i couldn't thanks enough @redapg for his wonderfull editor.
Now the engines are much better i think and the coast problem is away.
That said, the engines are still brutal and so fun to push.
Where 1986 engines are "dangerous animals" as they where irl,
1988 are more tamed but still "animals". ;)
Flat out exit is something to take carefully...

Aeros.
- Based on new engines, aeros have to be reworked also and now, each team have their own aerodynamic values.
That would lead to some big differencies as they where between teams.
Hockenheim is not the same deal for your chosen team than Monaco.
And this is based on what i saw in season reviews mainly and stats like speed traps. ;)

Tyres.
-Tyres are based on S397 cars and are working great in my eyes but it's not the new tyre physics of S397 sadly.
Anyway, i thing this is doing the job well and specially the rain balance of power have now a great feel.
I've given also many times on it both for car pace and Ai balance.

Last but not least, Sounds.
- This is a first pass. (the rest consist of a new orientation and more a new step further, but for sounds it's a real first pass for me.)
So, i don't use the json structure...yet.;)
But, anyway, i think i've done something exciting on car sounds.
The power is there and as soon as i start a race (from inside or outside on TV), i couldn't resist to push my headphones.
Generally, this is a good sing,..oh, i will say, thing ;)

That's all for today.
Some minor things to adress today but relaese for tomorrow seem very possible.


Cheers and many thanks for all modders that work and help each other in this wonderfull community ;)
 
Hi, update is RELEASED ;) :D :D

https://steamcommunity.com/sharedfiles/filedetails/?id=2909721948
https://steamcommunity.com/sharedfiles/filedetails/?id=2618731740

IMPORTANT :
1 - Do for each team, in Car selection, go to customise.
2 - Then, select the upgrade of the track selected for the 1988 season
3 - Click on force upgrade

Aggression from 25 to 35 max
AI Limiter from 0 to 6 max
Don't use full course yellow, better black flag only.


For the rest, happy driving and now it's for me to stay tuned as i wait for your feedbacks and bugs detections.

Known bugs or limitations.
- Some cars can rarely go to pit in the lasts laps instead of finishing the race. But it's not so fequent
- If some ai cars go to pit more than one time in a race, this is not a bug imo but a sign of a probably car failure


Cheers ! !!
 
Ah OK. This was a proposition from another user to a better integration of online leagues. Basically to match same version.
I dont like it much but i never ask myself why not doing it lol.
 
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